Buckets:
| import { | |
| BackSide, | |
| BoxGeometry, | |
| InstancedMesh, | |
| Mesh, | |
| MeshBasicMaterial, | |
| MeshStandardMaterial, | |
| PointLight, | |
| Scene, | |
| Object3D, | |
| } from 'three'; | |
| /** | |
| * This class represents a scene with a basic room setup that can be used as | |
| * input for {@link PMREMGenerator#fromScene}. The resulting PMREM represents the room's | |
| * lighting and can be used for Image Based Lighting by assigning it to {@link Scene#environment} | |
| * or directly as an environment map to PBR materials. | |
| * | |
| * The implementation is based on the [EnvironmentScene](https://github.com/google/model-viewer/blob/master/packages/model-viewer/src/three-components/EnvironmentScene.ts) | |
| * component from the `model-viewer` project. | |
| * | |
| * ```js | |
| * const environment = new RoomEnvironment(); | |
| * const pmremGenerator = new THREE.PMREMGenerator( renderer ); | |
| * | |
| * const envMap = pmremGenerator.fromScene( environment ).texture; | |
| * scene.environment = envMap; | |
| * ``` | |
| * | |
| * @augments Scene | |
| * @three_import import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js'; | |
| */ | |
| class RoomEnvironment extends Scene { | |
| constructor() { | |
| super(); | |
| const geometry = new BoxGeometry(); | |
| geometry.deleteAttribute( 'uv' ); | |
| const roomMaterial = new MeshStandardMaterial( { side: BackSide } ); | |
| const boxMaterial = new MeshStandardMaterial(); | |
| const mainLight = new PointLight( 0xffffff, 900, 28, 2 ); | |
| mainLight.position.set( 0.418, 16.199, 0.300 ); | |
| this.add( mainLight ); | |
| const room = new Mesh( geometry, roomMaterial ); | |
| room.position.set( - 0.757, 13.219, 0.717 ); | |
| room.scale.set( 31.713, 28.305, 28.591 ); | |
| this.add( room ); | |
| const boxes = new InstancedMesh( geometry, boxMaterial, 6 ); | |
| const transform = new Object3D(); | |
| // box1 | |
| transform.position.set( - 10.906, 2.009, 1.846 ); | |
| transform.rotation.set( 0, - 0.195, 0 ); | |
| transform.scale.set( 2.328, 7.905, 4.651 ); | |
| transform.updateMatrix(); | |
| boxes.setMatrixAt( 0, transform.matrix ); | |
| // box2 | |
| transform.position.set( - 5.607, - 0.754, - 0.758 ); | |
| transform.rotation.set( 0, 0.994, 0 ); | |
| transform.scale.set( 1.970, 1.534, 3.955 ); | |
| transform.updateMatrix(); | |
| boxes.setMatrixAt( 1, transform.matrix ); | |
| // box3 | |
| transform.position.set( 6.167, 0.857, 7.803 ); | |
| transform.rotation.set( 0, 0.561, 0 ); | |
| transform.scale.set( 3.927, 6.285, 3.687 ); | |
| transform.updateMatrix(); | |
| boxes.setMatrixAt( 2, transform.matrix ); | |
| // box4 | |
| transform.position.set( - 2.017, 0.018, 6.124 ); | |
| transform.rotation.set( 0, 0.333, 0 ); | |
| transform.scale.set( 2.002, 4.566, 2.064 ); | |
| transform.updateMatrix(); | |
| boxes.setMatrixAt( 3, transform.matrix ); | |
| // box5 | |
| transform.position.set( 2.291, - 0.756, - 2.621 ); | |
| transform.rotation.set( 0, - 0.286, 0 ); | |
| transform.scale.set( 1.546, 1.552, 1.496 ); | |
| transform.updateMatrix(); | |
| boxes.setMatrixAt( 4, transform.matrix ); | |
| // box6 | |
| transform.position.set( - 2.193, - 0.369, - 5.547 ); | |
| transform.rotation.set( 0, 0.516, 0 ); | |
| transform.scale.set( 3.875, 3.487, 2.986 ); | |
| transform.updateMatrix(); | |
| boxes.setMatrixAt( 5, transform.matrix ); | |
| this.add( boxes ); | |
| // -x right | |
| const light1 = new Mesh( geometry, createAreaLightMaterial( 50 ) ); | |
| light1.position.set( - 16.116, 14.37, 8.208 ); | |
| light1.scale.set( 0.1, 2.428, 2.739 ); | |
| this.add( light1 ); | |
| // -x left | |
| const light2 = new Mesh( geometry, createAreaLightMaterial( 50 ) ); | |
| light2.position.set( - 16.109, 18.021, - 8.207 ); | |
| light2.scale.set( 0.1, 2.425, 2.751 ); | |
| this.add( light2 ); | |
| // +x | |
| const light3 = new Mesh( geometry, createAreaLightMaterial( 17 ) ); | |
| light3.position.set( 14.904, 12.198, - 1.832 ); | |
| light3.scale.set( 0.15, 4.265, 6.331 ); | |
| this.add( light3 ); | |
| // +z | |
| const light4 = new Mesh( geometry, createAreaLightMaterial( 43 ) ); | |
| light4.position.set( - 0.462, 8.89, 14.520 ); | |
| light4.scale.set( 4.38, 5.441, 0.088 ); | |
| this.add( light4 ); | |
| // -z | |
| const light5 = new Mesh( geometry, createAreaLightMaterial( 20 ) ); | |
| light5.position.set( 3.235, 11.486, - 12.541 ); | |
| light5.scale.set( 2.5, 2.0, 0.1 ); | |
| this.add( light5 ); | |
| // +y | |
| const light6 = new Mesh( geometry, createAreaLightMaterial( 100 ) ); | |
| light6.position.set( 0.0, 20.0, 0.0 ); | |
| light6.scale.set( 1.0, 0.1, 1.0 ); | |
| this.add( light6 ); | |
| } | |
| /** | |
| * Frees internal resources. This method should be called | |
| * when the environment is no longer required. | |
| */ | |
| dispose() { | |
| const resources = new Set(); | |
| this.traverse( ( object ) => { | |
| if ( object.isMesh ) { | |
| resources.add( object.geometry ); | |
| resources.add( object.material ); | |
| } | |
| } ); | |
| for ( const resource of resources ) { | |
| resource.dispose(); | |
| } | |
| } | |
| } | |
| function createAreaLightMaterial( intensity ) { | |
| const material = new MeshBasicMaterial(); | |
| material.color.setScalar( intensity ); | |
| return material; | |
| } | |
| export { RoomEnvironment }; | |
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